Update columns.c
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+44
-82
@@ -10,79 +10,8 @@
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#include <SDL2/SDL_image.h>
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#include <math.h>
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#include <stdbool.h>
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#include "sprite_sheet.h"
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#include "text.h"
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#include "ascii.h"
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#include "game.h"
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enum gradient {Blue = 0, Green = 10, Red = 20, Yellow = 30, Magenta = 40, Cyan = 50, Grey = 60} colour = 0;
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int backdrop (enum gradient colour);
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int check_key(void);
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int Ren_restart(void); // game over/restart
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int Ren_pause(void); // pause
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int Ren_game(void); // render game
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int Ren_logo (void); // display logo
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int Ren_about (void); // display about
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int Ren_info (void); // info screen
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int Ren_menu (void); // main menu
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int Ren_level (void); // display level / current score
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int Ren_next (void); // display next block/brick/piece
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int Ren_high (void); // display high scores
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int Ren_line (char line[], int char_x, int char_y, int ln, int ll, bool col ); // parameter names in function prototypes not necessary
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int initSDL (void); // initialise SDL
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int shutdownSDL (void); // shutdown SDL
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int render (void); // render output
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int init_gfx (void); // create texture
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int i, j, k, x, y, z, l; // index variables
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int gamep = 0;
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int tile_c;
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int tile_pos = 112;
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bool next_p = false; // next piece flag
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bool quit = false; // quit flag
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bool main_m = false;
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bool pause_f = 0;
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SDL_Window *window = NULL;
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SDL_Renderer *sr;
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SDL_Event event;
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SDL_RWops* rwops_new;
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SDL_Surface* image;
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SDL_Texture * texture;
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SDL_Rect logo_src = { 384, 0, 78, 54 };
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SDL_Rect logo_dst = { 230, 136, 78, 54 };
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//SDL_Rect char_src = {463, 0 , 7 , 5};
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//SDL_Rect char_dst = {22, 11 , 7 , 5};
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SDL_Rect main_back = {110, 0, 100, 200};
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SDL_Rect main_trim = {111, 0, 98, 200};
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SDL_Rect level_back = {231, 7, 76, 66};
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SDL_Rect level_trim = {230, 6, 78, 68};
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SDL_Rect next_back = {257, 86, 18, 37};
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SDL_Rect next_trim = {256, 85, 20, 39};
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SDL_Rect high_back = {13, 7, 76, 186};
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SDL_Rect high_trim = {12, 6, 78, 188};
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SDL_Rect tile_src = {132, 0, 12, 11};
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SDL_Rect tile_dst = {112, 1, 12, 11};
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SDL_Rect gameo_back = {119, 93, 82, 13};
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/* window paramaters */
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#define WIDTH 1280 // pixels
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#define HEIGHT 800 // pixels
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#define TITLE "FUN COLUMNS" // window title
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/** board background colours **/
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int grad_tab[] = {
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0x0000cc, 0x0000bb, 0x0000aa, 0x000099, 0x000088, 0x000077, 0x000066, 0x000055, 0x000044, 0x000033, // blue
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0x00cc00, 0x00bb00, 0x00aa00, 0x009900, 0x008800, 0x007700, 0x006600, 0x005500, 0x004400, 0x003300, // green
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0xcc0000, 0xbb0000, 0xaa0000, 0x990000, 0x880000, 0x770000, 0x660000, 0x550000, 0x440000, 0x330000, // red
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0xcccc00, 0xbbbb00, 0xaaaa00, 0x999900, 0x888800, 0x777700, 0x666600, 0x555500, 0x444400, 0x333300, // yellow
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0xcc00cc, 0xbb00bb, 0xaa00aa, 0x990099, 0x880088, 0x770077, 0x660066, 0x550055, 0x440044, 0x330033, // magenta
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0x00cccc, 0x00bbbb, 0x00aaaa, 0x009999, 0x008888, 0x007777, 0x006666, 0x005555, 0x004444, 0x003333, // cyan
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0xcccccc, 0xbbbbbb, 0xaaaaaa, 0x999999, 0x888888, 0x777777, 0x666666, 0x555555, 0x444444, 0x333333 // grey
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};
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// ============= Main =============
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int main (void) {
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@@ -355,22 +284,56 @@ int Ren_logo(void) {
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return 0;
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}
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// ============= display play field =============
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int display_grid()
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{
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tiledst_y = 1;
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for (i = 0; i < 18; i++) {
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tiledst_x = 112;
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for (j = 0; j < 8; j++) {
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k = grid[0][i][j];
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tile_shp = 1; // tile shape
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tilesrc_y = 0;
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if (k > 0) {
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k--;
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tilesrc_x = spr_x[tile_shp][k];
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tile_src.x = tilesrc_x;
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tile_src.y = tilesrc_y;
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tile_dst.x = tiledst_x;
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tile_dst.y = tiledst_y;
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SDL_RenderCopy(sr, texture, &tile_src, &tile_dst); // draw colour tile
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} else {
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tile_dst.x = tiledst_x;
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tile_dst.y = tiledst_y;
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SDL_SetRenderDrawColor(sr, 0x0 , 0x0 , 0x0, 0xff);
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SDL_RenderFillRect(sr, &tile_dst); // draw empty tile
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}
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tiledst_x = tiledst_x + 12; // next column
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}
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tiledst_y = tiledst_y + 11; // next row
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}
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return 0;
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}
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// ============= Game =============
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int Ren_game(void) {
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SDL_SetRenderDrawColor(sr, 0x0 , 0x0 , 0x0, 0xff);
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SDL_RenderFillRect(sr, &main_back); // background
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SDL_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255);
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SDL_RenderDrawRect(sr, &main_trim); // trim
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if(tile_c > 17) {
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tile_c = 0;
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}
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// if(tile_c > 17) {
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// tile_c = 0;
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// }
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for (i = 0; i < 1; i++) {
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tile_dst.x = tile_pos;
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tile_dst.y = 11 * tile_c + 1;
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SDL_RenderCopy(sr, texture, &tile_src, &tile_dst);
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tile_c++;
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}
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// for (i = 0; i < 1; i++) {
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// tile_dst.x = tile_pos;
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// tile_dst.y = 11 * tile_c + 1;
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// SDL_RenderCopy(sr, texture, &tile_src, &tile_dst);
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// tile_c++;
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// }
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display_grid();
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return 0;
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}
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@@ -395,7 +358,6 @@ int Ren_info(void) {
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for (z = 0; z < 11; z++) { // 11 lines of text
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Ren_line(info, infol[z][0], infol[z][1], z * 11, 11, 0);
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}
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return 0;
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}
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